@pixi-ui-editor/runtime-pixi 0.13.0 → 0.15.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (57) hide show
  1. package/dist/assets/bitmapFonts.d.ts +2 -0
  2. package/dist/assets/bitmapFonts.d.ts.map +1 -1
  3. package/dist/assets/bitmapFonts.js +6 -2
  4. package/dist/assets/bitmapFonts.js.map +1 -1
  5. package/dist/assets/sounds.d.ts +1 -7
  6. package/dist/assets/sounds.d.ts.map +1 -1
  7. package/dist/assets/sounds.js +7 -90
  8. package/dist/assets/sounds.js.map +1 -1
  9. package/dist/assets/textures.d.ts +10 -0
  10. package/dist/assets/textures.d.ts.map +1 -1
  11. package/dist/assets/textures.js +10 -2
  12. package/dist/assets/textures.js.map +1 -1
  13. package/dist/audio/bus.d.ts +60 -0
  14. package/dist/audio/bus.d.ts.map +1 -0
  15. package/dist/audio/bus.js +38 -0
  16. package/dist/audio/bus.js.map +1 -0
  17. package/dist/audio/director.d.ts +35 -0
  18. package/dist/audio/director.d.ts.map +1 -0
  19. package/dist/audio/director.js +137 -0
  20. package/dist/audio/director.js.map +1 -0
  21. package/dist/index.d.ts +3 -0
  22. package/dist/index.d.ts.map +1 -1
  23. package/dist/index.js +3 -0
  24. package/dist/index.js.map +1 -1
  25. package/dist/layout.d.ts +3 -1
  26. package/dist/layout.d.ts.map +1 -1
  27. package/dist/layout.js +13 -0
  28. package/dist/layout.js.map +1 -1
  29. package/dist/scene.d.ts +6 -2
  30. package/dist/scene.d.ts.map +1 -1
  31. package/dist/scene.js +5 -2
  32. package/dist/scene.js.map +1 -1
  33. package/dist/transformSpace.d.ts +119 -0
  34. package/dist/transformSpace.d.ts.map +1 -0
  35. package/dist/transformSpace.js +487 -0
  36. package/dist/transformSpace.js.map +1 -0
  37. package/dist/views/ButtonNodeView.d.ts +4 -3
  38. package/dist/views/ButtonNodeView.d.ts.map +1 -1
  39. package/dist/views/ButtonNodeView.js +9 -8
  40. package/dist/views/ButtonNodeView.js.map +1 -1
  41. package/dist/views/CheckboxNodeView.d.ts +4 -3
  42. package/dist/views/CheckboxNodeView.d.ts.map +1 -1
  43. package/dist/views/CheckboxNodeView.js +7 -7
  44. package/dist/views/CheckboxNodeView.js.map +1 -1
  45. package/dist/views/StagedButtonNodeView.d.ts +4 -3
  46. package/dist/views/StagedButtonNodeView.d.ts.map +1 -1
  47. package/dist/views/StagedButtonNodeView.js +7 -9
  48. package/dist/views/StagedButtonNodeView.js.map +1 -1
  49. package/dist/views/basic.d.ts +1 -1
  50. package/dist/views/basic.d.ts.map +1 -1
  51. package/dist/views/basic.js +13 -12
  52. package/dist/views/basic.js.map +1 -1
  53. package/dist/views/createNodeView.d.ts +2 -2
  54. package/dist/views/createNodeView.d.ts.map +1 -1
  55. package/dist/views/createNodeView.js +5 -5
  56. package/dist/views/createNodeView.js.map +1 -1
  57. package/package.json +2 -2
package/dist/scene.js.map CHANGED
@@ -1 +1 @@
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{ type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\nimport { createStableId, isLayoutGroup, isParticleEffect, resolveLayoutGroupSettings, resolveOwnerNodeGraph, type EffectDefinition, type GridLayoutSettings, type LayoutProfileId, type ProjectDocument, type Scene, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\nimport { Container, Texture, type Ticker } from \"pixi.js\";\nimport { loadSceneSpines } from \"./assets/spine.js\";\nimport { loadSceneTextures, type FileUrlResolver } from \"./assets/textures.js\";\nimport { loadSceneFonts } from \"./assets/fonts.js\";\nimport { loadSceneBitmapFonts } from \"./assets/bitmapFonts.js\";\nimport type { SceneAssetCache } from \"./assets/cache.js\";\nimport { getCanvasLogicalSize, getCanvasScale, resolveAnchoredTransform, resolveProfileTransform, type LayoutSize } from \"./layout.js\";\nimport { NodeView, type SceneInteractionMode } from \"./views/NodeView.js\";\nimport { CheckboxNodeView } from \"./views/CheckboxNodeView.js\";\nimport { createNodeView } from \"./views/createNodeView.js\";\nimport { applyLayoutGroup, applyLayoutItem, createGridLineBreak, initializePixiLayout, LayoutItemContainer } from \"./layoutGroups.js\";\nimport { LayoutGroupNodeView } from \"./views/basic.js\";\nimport { PageItemContainer } from \"./pageGroup.js\";\nimport { PageGroupNodeView } from \"./views/PageGroupNodeView.js\";\nimport { PaginationNodeView, type PaginationArrow } from \"./views/PaginationNodeView.js\";\nimport { ItemTableNodeView } from \"./views/ItemTableNodeView.js\";\nimport { ButtonNodeView } from \"./views/ButtonNodeView.js\";\nimport { StagedButtonNodeView } from \"./views/StagedButtonNodeView.js\";\nimport { ScrollItemContainer } from \"./scrollView.js\";\nimport { ScrollViewNodeView } from \"./views/ScrollViewNodeView.js\";\nimport { SpineNodeView } from \"./views/SpineNodeView.js\";\nimport { ParticleEmitterNodeView } from \"./views/ParticleEmitterNodeView.js\";\nimport { SceneLocalization, type SceneLocalizationOptions } from \"./localization.js\";\nimport { SceneViewport } from \"./SceneViewport.js\";\nimport type { Sound } from \"@pixi/sound\";\n\nexport type BuildSceneViewOptions = {\n /** Explicit: an editor canvas must pass \"authoring\", Preview and the consuming app \"runtime\". */\n interaction: SceneInteractionMode;\n textures?: ReadonlyMap<string, Texture>;\n spines?: ReadonlyMap<string, SkeletonData>;\n fonts?: ReadonlyMap<string, string>;\n bitmapFonts?: ReadonlyMap<string, string>;\n sounds?: ReadonlyMap<string, Sound>;\n /**\n * The host's own Application ticker, driving self-updating content such as Spine skeletons.\n * Without it they fall back to `Ticker.shared`, which runs a second rAF loop independent of the\n * renderer that draws them — see the same rule as `updateParticleEmitters`.\n */\n ticker?: Ticker;\n /** Called after Yoga changes a managed rectangle; authoring hosts use it to refresh overlays. */\n onLayout?: () => void;\n /**\n * Начальное состояние локализации. Опция необязательна: при наличии `Text.textKey` base locale\n * каталога применяется и без неё, а документ без ключей выглядит ровно как раньше.\n */\n localization?: SceneLocalizationOptions;\n /** Internal host boundary override: prefab views are spawnable content, not screen viewports. */\n clipToViewport?: boolean;\n};\n\nexport type SceneViewResult = { root: SceneViewport; nodeViews: Map<string, Container>; localization: SceneLocalization };\nconst particleEmitterRegistry = new WeakMap<Container, readonly ParticleEmitterNodeView[]>();\n\nfunction spineReferenceFrameFor(document: ProjectDocument, node: UINode): SpineReferenceFrame | undefined {\n if (node.type !== \"spine\") return undefined;\n const asset = document.assets.find((candidate) => candidate.id === node.assetId);\n return asset?.type === \"spine\" ? asset.referenceFrame : undefined;\n}\n\n/** Builds a PixiJS display tree for a scene without depending on DOM or editor state. */\nexport function buildSceneView(\n document: ProjectDocument,\n sceneId: string,\n profile: LayoutProfileId,\n options: BuildSceneViewOptions,\n): SceneViewResult {\n initializePixiLayout();\n const { interaction, textures, spines, fonts, bitmapFonts, sounds, ticker, onLayout } = options;\n const scene = document.scenes.find((candidate) => candidate.id === sceneId);\n\n if (scene === undefined) {\n throw new Error(`Scene '${sceneId}' does not exist in the project document.`);\n }\n\n const nodeViews = new Map<string, Container>();\n const particleEmitters: ParticleEmitterNodeView[] = [];\n\n // Materialized prefab children use instance-scoped IDs, so authoring and runtime can address\n // multiple instances independently without changing canonical definition IDs.\n const screenSize = scene.layout.referenceViewports[profile];\n const referenceResolution = scene.layout.preferredViewports[profile];\n const canvasScale = getCanvasScale(screenSize, referenceResolution);\n const canvasSize = getCanvasLogicalSize(screenSize, referenceResolution);\n\n // Единый резолвер иерархии: тот же граф, что видит редактор, включая вложенные пресеты.\n const owner = resolveOwnerNodeGraph(document, scene);\n const prefabIds = new Set(document.prefabs.map((prefab) => prefab.id));\n\n const buildOwner = (rootSize: LayoutSize): Container => {\n const nodesById = new Map(owner.nodes.map((node) => [node.id, node]));\n\n const buildNode = (nodeId: string, parentSize: LayoutSize): NodeView => {\n const node = nodesById.get(nodeId);\n\n if (node === undefined) {\n throw new Error(`Scene '${sceneId}' references missing node '${nodeId}'.`);\n }\n\n const resolved = resolveProfileTransform(node, profile);\n const transform = resolveAnchoredTransform(resolved.transform, parentSize);\n const view = createNodeView(node, interaction, textures, spines, (prefabId) => prefabIds.has(prefabId), fonts, sounds, node.type === \"particle-emitter\" ? document.effects.find((effect) => effect.id === node.effectId && isParticleEffect(effect)) : undefined, spineReferenceFrameFor(document, node), ticker, bitmapFonts);\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\n // Yoga owns only the group's inner layoutContent; the outer NodeView keeps authored transform.\n view.update(node, profile, parentSize);\n nodeViews.set(node.id, view);\n if (view instanceof ParticleEmitterNodeView) particleEmitters.push(view);\n\n // Прямые дети корня сцены разрешают якоря относительно логического Canvas, а не размера корня.\n // Прямой ребёнок grid-layout (сам `node` здесь) не владеет своим отрисованным размером: Unity-подобная\n // фиксированная ячейка полностью переопределяет authored transform (см. applyLayoutItem). Его\n // собственным потомкам нужен именно cellWidth/cellHeight, а не anchor-resolved authored-размер —\n // иначе они не отслеживают изменение Cell width/height и якорятся относительно устаревшего размера.\n const gridParent = node.parentId === null ? undefined : nodesById.get(node.parentId);\n const gridCell = gridParent?.type === \"grid-layout\" ? resolveLayoutGroupSettings<GridLayoutSettings>(gridParent, profile) : undefined;\n // Та же логика для прямого ребёнка page-group (страницы): `PageItemContainer`/`updateManaged`\n // растягивают её на весь resolved rectangle группы независимо от собственных anchors ноды\n // (см. NodeView.applyResolvedTransform, managedByLayout). Здесь `node` — сама страница, поэтому\n // это переопределённый размер, который она фактически получит, — `parentSize`, уже разрешённый\n // как rectangle page-group. Без этой ветки дети страницы якорились бы относительно её\n // anchor-resolved authored-размера, который может расходиться с фактическим rectangle группы,\n // особенно в другом layout-профиле.\n const childSize = node.parentId === null\n ? rootSize\n : gridCell !== undefined\n ? { width: gridCell.cellWidth, height: gridCell.cellHeight }\n : gridParent?.type === \"page-group\"\n ? parentSize\n : { width: transform.width, height: transform.height };\n for (const [childIndex, childId] of node.children.entries()) {\n const childNode = nodesById.get(childId);\n const childView = buildNode(childId, childSize);\n if (isLayoutGroup(node) && childNode !== undefined && view instanceof LayoutGroupNodeView) {\n const layoutItem = new LayoutItemContainer(childView, onLayout);\n applyLayoutItem(layoutItem, childNode, node, profile);\n view.addLayoutChild(layoutItem);\n } else if (node.type === \"scroll-view\" && childNode !== undefined && view instanceof ScrollViewNodeView) {\n const scrollItem = new ScrollItemContainer(childView, onLayout);\n // Как и у layout-item: собственный (не растянутый якорями) размер ребёнка — List не\n // предоставляет per-item override размера, в отличие от Yoga flexGrow/cellSize.\n const own = resolveProfileTransform(childNode, profile).transform;\n scrollItem.sync(childNode, profile, { width: own.width, height: own.height });\n view.addScrollItem(scrollItem);\n } else if (node.type === \"page-group\" && childNode !== undefined && view instanceof PageGroupNodeView) {\n // Unlike a scroll-view item, a page fills the group's own resolved rect completely\n // (`childSize`, computed above): a page is a full sub-screen, not content sized to itself.\n const pageItem = new PageItemContainer(childView);\n pageItem.sync(childNode, profile, childSize);\n view.addPageItem(pageItem);\n } else {\n view.addChild(childView);\n }\n if (node.type === \"grid-layout\") {\n const settings = node.layoutGroup.overrides?.[profile] === undefined ? node.layoutGroup.base : { ...node.layoutGroup.base, ...node.layoutGroup.overrides[profile] };\n if (settings.constraint !== \"flexible\" && settings.constraintCount !== undefined && (childIndex + 1) % settings.constraintCount === 0 && childIndex + 1 < node.children.length) {\n const lineBreak = createGridLineBreak(node, profile);\n if (lineBreak !== undefined && view instanceof LayoutGroupNodeView) view.addLayoutChild(lineBreak);\n }\n }\n }\n\n return view;\n };\n\n const ownerRoot = new Container();\n for (const rootNodeId of owner.rootNodeIds) {\n ownerRoot.addChild(buildNode(rootNodeId, rootSize));\n }\n\n return ownerRoot;\n };\n\n const canvasRoot = buildOwner(canvasSize);\n canvasRoot.scale.set(canvasScale);\n const hostRoot = new SceneViewport(canvasRoot, screenSize, options.clipToViewport ?? interaction === \"runtime\");\n particleEmitterRegistry.set(hostRoot, particleEmitters);\n // Контроллер применяет переводы сразу к уже созданным views, поэтому keyed Text показывает\n // базовую локаль без единого дополнительного вызова со стороны хоста.\n const localization = new SceneLocalization(document, scene, nodeViews, options.localization);\n wireCheckboxGroups(owner.nodes, nodeViews);\n wireSpineConnectors(owner.nodes, nodeViews);\n wireNodeReferences(owner.nodes, nodeViews, interaction);\n return { root: hostRoot, nodeViews, localization };\n}\n\nfunction wireSpineConnectors(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\n for (const node of nodes) {\n if (node.type !== \"spine\") continue;\n const view = nodeViews.get(node.id);\n if (!(view instanceof SpineNodeView)) continue;\n view.setConnectorBones((node.connectors ?? []).flatMap((connector) => {\n const target = nodeViews.get(connector.targetNodeId);\n return target === undefined ? [] : [{ ...connector, target }];\n }));\n }\n}\n\n/**\n * Разрешает все ссылки «нода → нода» в живые views: элементы item table и кнопки-стрелки пагинатора.\n * Та же форма, что у `wireSpineConnectors`: документ хранит id, а во что он превратился, знает только\n * собранная сцена, поэтому сами виды никогда не резолвят id. Один проход на все виды ссылок, чтобы\n * следующая не завела собственный обход с чуть другой областью видимости.\n *\n * Стрелки подключаются только в runtime-сцене: на authoring-канвасе контрол инертен, как и клик по\n * самой точке пагинатора. Вместимость таблицы, наоборот, видна и в редакторе — это не интерактивность.\n */\nfunction wireNodeReferences(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>, interaction: SceneInteractionMode): void {\n const arrowView = (nodeId: string | undefined): PaginationArrow | undefined => {\n const view = nodeId === undefined ? undefined : nodeViews.get(nodeId);\n return view instanceof ButtonNodeView || view instanceof StagedButtonNodeView ? view : undefined;\n };\n for (const node of nodes) {\n const view = nodeViews.get(node.id);\n if (node.type === \"item-table\" && view instanceof ItemTableNodeView) {\n view.setItems((node.items ?? []).map((itemId) => nodeViews.get(itemId)));\n } else if (node.type === \"pagination\" && view instanceof PaginationNodeView && interaction === \"runtime\") {\n view.setArrows({ previous: arrowView(node.prevButtonNodeId), next: arrowView(node.nextButtonNodeId) });\n } else if (node.type === \"page-group\" && view instanceof PageGroupNodeView && interaction === \"runtime\") {\n view.setArrows({ up: arrowView(node.pageUpButtonNodeId), down: arrowView(node.pageDownButtonNodeId) });\n }\n }\n}\n\n/**\n * Authored `group` gives sibling checkboxes radio-button behavior: checking one force-unchecks its\n * live group-mates (same `parentId`, same `group`), without touching the document. Runs once per\n * scene build; `CheckboxNodeView.forceCheck` never re-emits `onCheck`, so this can't recurse.\n */\nfunction wireCheckboxGroups(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\n const byGroup = new Map<string, CheckboxNodeView[]>();\n for (const node of nodes) {\n if (node.type !== \"checkbox\" || node.group === undefined) continue;\n const view = nodeViews.get(node.id);\n if (!(view instanceof CheckboxNodeView)) continue;\n const key = `${node.parentId ?? \"\"}::${node.group}`;\n const group = byGroup.get(key) ?? [];\n group.push(view);\n byGroup.set(key, group);\n }\n for (const group of byGroup.values()) {\n if (group.length < 2) continue;\n for (const view of group) {\n view.onCheck.connect((checked) => {\n if (!checked) return;\n for (const other of group) if (other !== view) other.forceCheck(false);\n });\n }\n }\n}\n\n/**\n * Applies a node's resolved transform, visibility, and content to an existing display object,\n * so editors can update views in place without rebuilding the scene tree.\n */\nexport function updateNodeView(view: Container, node: UINode, profile: LayoutProfileId, parentSize?: LayoutSize, parentNode?: UINode, effect?: EffectDefinition, spineReferenceFrame?: SpineReferenceFrame): void {\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\n if (!(view instanceof NodeView)) return;\n if (view instanceof SpineNodeView) view.setReferenceFrame(spineReferenceFrame);\n if (node.type === \"particle-emitter\" && effect !== undefined && isParticleEffect(effect) && \"syncEffect\" in view && typeof (view as { syncEffect?: unknown }).syncEffect === \"function\") (view as { syncEffect(effect: import(\"@pixi-ui-editor/schema\").ParticleEffectDefinition): void }).syncEffect(effect);\n if (parentNode !== undefined && isLayoutGroup(parentNode) && view.parent instanceof LayoutItemContainer) {\n applyLayoutItem(view.parent, node, parentNode, profile);\n } else if (parentNode !== undefined && parentNode.type === \"scroll-view\" && view.parent instanceof ScrollItemContainer) {\n const own = resolveProfileTransform(node, profile).transform;\n view.parent.sync(node, profile, { width: own.width, height: own.height });\n } else if (parentNode !== undefined && parentNode.type === \"page-group\" && view.parent instanceof PageItemContainer && parentSize !== undefined) {\n // A page is position-managed exactly like a layout/scroll item: it fills the group's own rectangle\n // (`parentSize`, the same value `buildSceneView` passes as `childSize`). Without this branch an\n // in-place update fell through to `view.update` and handed the page back its authored x/y and\n // anchors, so editing anything inside a page group knocked its pages out of place.\n view.parent.sync(node, profile, parentSize);\n } else {\n view.update(node, profile, parentSize);\n }\n}\n\n/** Previews a resolved editor rectangle without consulting content bounds or rebuilding the view. */\nexport function previewNodeView(view: Container, node: UINode, profile: LayoutProfileId, transform: UINode[\"transform\"]): void {\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, undefined, { width: transform.width, height: transform.height });\n if (view instanceof NodeView) view.preview(node, transform, resolveProfileTransform(node, profile).visible, profile);\n}\n\n/** Hosts call this from their own Application ticker; runtime never subscribes to Ticker.shared. */\nexport function updateParticleEmitters(root: Container, deltaSeconds: number): void {\n const registered = particleEmitterRegistry.get(root);\n if (registered !== undefined) {\n for (const emitter of registered) emitter.updateParticles(deltaSeconds);\n return;\n }\n // Backward-compatible fallback for hosts that assemble a display tree manually instead of using\n // buildSceneView. Built scenes always take the O(emitter count) registry path above.\n const visit = (view: Container): void => {\n if (view instanceof ParticleEmitterNodeView) view.updateParticles(deltaSeconds);\n for (const child of view.children) visit(child);\n };\n visit(root);\n}\n\n/** Lists the nodes a scene renders, including nodes of prefab definitions its prefab instances expand to. */\nexport function collectRenderedNodes(document: ProjectDocument, scene: Scene): UINode[] {\n return resolveOwnerNodeGraph(document, scene).nodes;\n}\n\nexport type PrefabViewConfiguration = Pick<Extract<UINode, { type: \"prefab-instance\" }>, \"propertyOverrides\" | \"locallyAddedNodes\"> & { instanceId?: string };\n\nfunction prefabScene(document: ProjectDocument, prefabId: string, configuration: PrefabViewConfiguration = {}): { document: ProjectDocument; sceneId: string; instanceId: string } {\n const prefab = document.prefabs.find((candidate) => candidate.id === prefabId);\n if (prefab === undefined) throw new Error(`Prefab '${prefabId}' does not exist in the project document.`);\n const width = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.x) + Math.max(0, node.transform.width)));\n const height = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.y) + Math.max(0, node.transform.height)));\n const instanceId = configuration.instanceId ?? createStableId();\n const instance: Extract<UINode, { type: \"prefab-instance\" }> = {\n id: instanceId, name: prefab.name, type: \"prefab-instance\", prefabId, parentId: null, children: [],\n visible: true, transform: { x: 0, y: 0, width, height, scaleX: 1, scaleY: 1, rotation: 0, anchorMinX: 0, anchorMaxX: 0, anchorMinY: 0, anchorMaxY: 0, pivotX: 0, pivotY: 0 },\n ...(configuration.propertyOverrides === undefined ? {} : { propertyOverrides: structuredClone(configuration.propertyOverrides) }),\n ...(configuration.locallyAddedNodes === undefined ? {} : { locallyAddedNodes: structuredClone(configuration.locallyAddedNodes) }),\n };\n const sceneId = createStableId();\n const viewport = { width, height };\n const scene: Scene = { id: sceneId, name: prefab.name, rootNodeIds: [instance.id], nodes: [instance], layout: { referenceViewports: { desktop: viewport, mobile: viewport }, preferredViewports: { desktop: viewport, mobile: viewport } } };\n return { document: { ...document, scenes: [...document.scenes, scene] }, sceneId, instanceId };\n}\n\n/** Builds a fresh runtime prefab instance without requiring it to already exist in a scene. */\nexport function buildPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, options: BuildSceneViewOptions, configuration: PrefabViewConfiguration = {}): SceneViewResult & { instanceId: string } {\n const synthetic = prefabScene(document, prefabId, configuration);\n return { ...buildSceneView(synthetic.document, synthetic.sceneId, profile, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\n}\n\n/** Loads a prefab's assets and returns a fresh display tree suitable for dynamic game-code spawning. */\nexport async function loadPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, resolveFileUrl: FileUrlResolver, options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; assetCache?: SceneAssetCache }, configuration: PrefabViewConfiguration = {}): Promise<SceneViewResult & { instanceId: string }> {\n const synthetic = prefabScene(document, prefabId, configuration);\n return { ...await loadSceneView(synthetic.document, synthetic.sceneId, profile, resolveFileUrl, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\n}\n\n/** Loads a scene's textures and Spine data, then builds its display tree in one call. */\nexport async function loadSceneView(\n document: ProjectDocument,\n sceneId: string,\n profile: LayoutProfileId,\n resolveFileUrl: FileUrlResolver,\n options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; clipToViewport?: boolean; assetCache?: SceneAssetCache },\n): Promise<SceneViewResult> {\n // Без assetCache каждый вызов начинает с пустых кэшей: для одиночной загрузки сцены это нормально, а вот\n // игровой код, который поднимает пресеты по одному, обязан передать собственный кэш — иначе один и тот же\n // скелет, атлас и текстура парсятся заново на каждую вьюху и дублируются в видеопамяти.\n const cache = options.assetCache;\n const [textures, spines, fonts, bitmapFonts] = await Promise.all([\n loadSceneTextures(document, sceneId, (asset) => (asset.type === \"image\" ? resolveFileUrl(asset.source.uri) : undefined), resolveFileUrl, cache?.textures, cache?.spritesheets, cache?.bitmapFonts),\n loadSceneSpines(document, sceneId, resolveFileUrl, cache?.spines),\n loadSceneFonts(document, sceneId, resolveFileUrl, cache?.fonts),\n loadSceneBitmapFonts(document, sceneId, resolveFileUrl, cache?.bitmapFonts),\n ]);\n return buildSceneView(document, sceneId, profile, { interaction: options.interaction, textures, spines, fonts, bitmapFonts, ticker: options.ticker, localization: options.localization, clipToViewport: options.clipToViewport });\n}\n"]}
1
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{ type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { createStableId, isLayoutGroup, isParticleEffect, resolveLayoutGroupSettings, resolveOwnerNodeGraph, type EffectDefinition, type GridLayoutSettings, type LayoutProfileId, type ProjectDocument, type Scene, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { Container, Texture, type Ticker } from \"pixi.js\";\r\nimport { loadSceneSpines } from \"./assets/spine.js\";\r\nimport { loadSceneTextures, type FileUrlResolver } from \"./assets/textures.js\";\r\nimport { loadSceneFonts } from \"./assets/fonts.js\";\r\nimport { loadSceneBitmapFonts } from \"./assets/bitmapFonts.js\";\r\nimport type { SceneAssetCache } from \"./assets/cache.js\";\r\nimport { getCanvasLogicalSize, getCanvasScale, resolveAnchoredTransform, resolveProfileTransform, type LayoutSize } from \"./layout.js\";\r\nimport { NodeView, type SceneInteractionMode } from \"./views/NodeView.js\";\r\nimport { CheckboxNodeView } from \"./views/CheckboxNodeView.js\";\r\nimport { createNodeView } from \"./views/createNodeView.js\";\r\nimport { applyLayoutGroup, applyLayoutItem, createGridLineBreak, initializePixiLayout, LayoutItemContainer } from \"./layoutGroups.js\";\r\nimport { LayoutGroupNodeView } from \"./views/basic.js\";\r\nimport { PageItemContainer } from \"./pageGroup.js\";\r\nimport { PageGroupNodeView } from \"./views/PageGroupNodeView.js\";\r\nimport { PaginationNodeView, type PaginationArrow } from \"./views/PaginationNodeView.js\";\r\nimport { ItemTableNodeView } from \"./views/ItemTableNodeView.js\";\r\nimport { ButtonNodeView } from \"./views/ButtonNodeView.js\";\r\nimport { StagedButtonNodeView } from \"./views/StagedButtonNodeView.js\";\r\nimport { ScrollItemContainer } from \"./scrollView.js\";\r\nimport { ScrollViewNodeView } from \"./views/ScrollViewNodeView.js\";\r\nimport { SpineNodeView } from \"./views/SpineNodeView.js\";\r\nimport { ParticleEmitterNodeView } from \"./views/ParticleEmitterNodeView.js\";\r\nimport { SceneLocalization, type SceneLocalizationOptions } from \"./localization.js\";\r\nimport { SceneViewport } from \"./SceneViewport.js\";\r\nimport { createSceneAudio, type AudioBus } from \"./audio/bus.js\";\r\n\r\nexport type BuildSceneViewOptions = {\r\n /** Explicit: an editor canvas must pass \"authoring\", Preview and the consuming app \"runtime\". */\r\n interaction: SceneInteractionMode;\r\n textures?: ReadonlyMap<string, Texture>;\r\n spines?: ReadonlyMap<string, SkeletonData>;\r\n fonts?: ReadonlyMap<string, string>;\r\n bitmapFonts?: ReadonlyMap<string, string>;\r\n /**\r\n * Шина звуковых событий (обычно `createRuntimeAudio(...)`). Без неё сцена не публикует звуковые\r\n * события вовсе — ровно так строится инертный authoring-канвас редактора.\r\n */\r\n audio?: AudioBus;\r\n /**\r\n * The host's own Application ticker, driving self-updating content such as Spine skeletons.\r\n * Without it they fall back to `Ticker.shared`, which runs a second rAF loop independent of the\r\n * renderer that draws them — see the same rule as `updateParticleEmitters`.\r\n */\r\n ticker?: Ticker;\r\n /** Called after Yoga changes a managed rectangle; authoring hosts use it to refresh overlays. */\r\n onLayout?: () => void;\r\n /**\r\n * Начальное состояние локализации. Опция необязательна: при наличии `Text.textKey` base locale\r\n * каталога применяется и без неё, а документ без ключей выглядит ровно как раньше.\r\n */\r\n localization?: SceneLocalizationOptions;\r\n /** Internal host boundary override: prefab views are spawnable content, not screen viewports. */\r\n clipToViewport?: boolean;\r\n};\r\n\r\nexport type SceneViewResult = { root: SceneViewport; nodeViews: Map<string, Container>; localization: SceneLocalization };\r\nconst particleEmitterRegistry = new WeakMap<Container, readonly ParticleEmitterNodeView[]>();\r\n\r\nfunction spineReferenceFrameFor(document: ProjectDocument, node: UINode): SpineReferenceFrame | undefined {\r\n if (node.type !== \"spine\") return undefined;\r\n const asset = document.assets.find((candidate) => candidate.id === node.assetId);\r\n return asset?.type === \"spine\" ? asset.referenceFrame : undefined;\r\n}\r\n\r\n/** Builds a PixiJS display tree for a scene without depending on DOM or editor state. */\r\nexport function buildSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n options: BuildSceneViewOptions,\r\n): SceneViewResult {\r\n initializePixiLayout();\r\n const { interaction, textures, spines, fonts, bitmapFonts, ticker, onLayout } = options;\r\n const scene = document.scenes.find((candidate) => candidate.id === sceneId);\r\n\r\n if (scene === undefined) {\r\n throw new Error(`Scene '${sceneId}' does not exist in the project document.`);\r\n }\r\n\r\n const nodeViews = new Map<string, Container>();\r\n const particleEmitters: ParticleEmitterNodeView[] = [];\r\n // Резолв «id ассета → имя звука» живёт здесь: вьюхи знают только id, а документ — только эта функция.\r\n const sceneAudio = options.audio === undefined ? undefined : createSceneAudio(document, options.audio);\r\n\r\n // Materialized prefab children use instance-scoped IDs, so authoring and runtime can address\r\n // multiple instances independently without changing canonical definition IDs.\r\n const screenSize = scene.layout.referenceViewports[profile];\r\n const referenceResolution = scene.layout.preferredViewports[profile];\r\n const canvasScale = getCanvasScale(screenSize, referenceResolution);\r\n const canvasSize = getCanvasLogicalSize(screenSize, referenceResolution);\r\n\r\n // Единый резолвер иерархии: тот же граф, что видит редактор, включая вложенные пресеты.\r\n const owner = resolveOwnerNodeGraph(document, scene);\r\n const prefabIds = new Set(document.prefabs.map((prefab) => prefab.id));\r\n\r\n const buildOwner = (rootSize: LayoutSize): Container => {\r\n const nodesById = new Map(owner.nodes.map((node) => [node.id, node]));\r\n\r\n const buildNode = (nodeId: string, parentSize: LayoutSize): NodeView => {\r\n const node = nodesById.get(nodeId);\r\n\r\n if (node === undefined) {\r\n throw new Error(`Scene '${sceneId}' references missing node '${nodeId}'.`);\r\n }\r\n\r\n const resolved = resolveProfileTransform(node, profile);\r\n const transform = resolveAnchoredTransform(resolved.transform, parentSize);\r\n const view = createNodeView(node, interaction, textures, spines, (prefabId) => prefabIds.has(prefabId), fonts, sceneAudio, node.type === \"particle-emitter\" ? document.effects.find((effect) => effect.id === node.effectId && isParticleEffect(effect)) : undefined, spineReferenceFrameFor(document, node), ticker, bitmapFonts);\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n // Yoga owns only the group's inner layoutContent; the outer NodeView keeps authored transform.\r\n view.update(node, profile, parentSize);\r\n nodeViews.set(node.id, view);\r\n if (view instanceof ParticleEmitterNodeView) particleEmitters.push(view);\r\n\r\n // Прямые дети корня сцены разрешают якоря относительно логического Canvas, а не размера корня.\r\n // Прямой ребёнок grid-layout (сам `node` здесь) не владеет своим отрисованным размером: Unity-подобная\r\n // фиксированная ячейка полностью переопределяет authored transform (см. applyLayoutItem). Его\r\n // собственным потомкам нужен именно cellWidth/cellHeight, а не anchor-resolved authored-размер —\r\n // иначе они не отслеживают изменение Cell width/height и якорятся относительно устаревшего размера.\r\n const gridParent = node.parentId === null ? undefined : nodesById.get(node.parentId);\r\n const gridCell = gridParent?.type === \"grid-layout\" ? resolveLayoutGroupSettings<GridLayoutSettings>(gridParent, profile) : undefined;\r\n // Та же логика для прямого ребёнка page-group (страницы): `PageItemContainer`/`updateManaged`\r\n // растягивают её на весь resolved rectangle группы независимо от собственных anchors ноды\r\n // (см. NodeView.applyResolvedTransform, managedByLayout). Здесь `node` — сама страница, поэтому\r\n // это переопределённый размер, который она фактически получит, — `parentSize`, уже разрешённый\r\n // как rectangle page-group. Без этой ветки дети страницы якорились бы относительно её\r\n // anchor-resolved authored-размера, который может расходиться с фактическим rectangle группы,\r\n // особенно в другом layout-профиле.\r\n const childSize = node.parentId === null\r\n ? rootSize\r\n : gridCell !== undefined\r\n ? { width: gridCell.cellWidth, height: gridCell.cellHeight }\r\n : gridParent?.type === \"page-group\"\r\n ? parentSize\r\n : { width: transform.width, height: transform.height };\r\n for (const [childIndex, childId] of node.children.entries()) {\r\n const childNode = nodesById.get(childId);\r\n const childView = buildNode(childId, childSize);\r\n if (isLayoutGroup(node) && childNode !== undefined && view instanceof LayoutGroupNodeView) {\r\n const layoutItem = new LayoutItemContainer(childView, onLayout);\r\n applyLayoutItem(layoutItem, childNode, node, profile);\r\n view.addLayoutChild(layoutItem);\r\n } else if (node.type === \"scroll-view\" && childNode !== undefined && view instanceof ScrollViewNodeView) {\r\n const scrollItem = new ScrollItemContainer(childView, onLayout);\r\n // Как и у layout-item: собственный (не растянутый якорями) размер ребёнка — List не\r\n // предоставляет per-item override размера, в отличие от Yoga flexGrow/cellSize.\r\n const own = resolveProfileTransform(childNode, profile).transform;\r\n scrollItem.sync(childNode, profile, { width: own.width, height: own.height });\r\n view.addScrollItem(scrollItem);\r\n } else if (node.type === \"page-group\" && childNode !== undefined && view instanceof PageGroupNodeView) {\r\n // Unlike a scroll-view item, a page fills the group's own resolved rect completely\r\n // (`childSize`, computed above): a page is a full sub-screen, not content sized to itself.\r\n const pageItem = new PageItemContainer(childView);\r\n pageItem.sync(childNode, profile, childSize);\r\n view.addPageItem(pageItem);\r\n } else {\r\n view.addChild(childView);\r\n }\r\n if (node.type === \"grid-layout\") {\r\n const settings = node.layoutGroup.overrides?.[profile] === undefined ? node.layoutGroup.base : { ...node.layoutGroup.base, ...node.layoutGroup.overrides[profile] };\r\n if (settings.constraint !== \"flexible\" && settings.constraintCount !== undefined && (childIndex + 1) % settings.constraintCount === 0 && childIndex + 1 < node.children.length) {\r\n const lineBreak = createGridLineBreak(node, profile);\r\n if (lineBreak !== undefined && view instanceof LayoutGroupNodeView) view.addLayoutChild(lineBreak);\r\n }\r\n }\r\n }\r\n\r\n return view;\r\n };\r\n\r\n const ownerRoot = new Container();\r\n for (const rootNodeId of owner.rootNodeIds) {\r\n ownerRoot.addChild(buildNode(rootNodeId, rootSize));\r\n }\r\n\r\n return ownerRoot;\r\n };\r\n\r\n const canvasRoot = buildOwner(canvasSize);\r\n canvasRoot.scale.set(canvasScale);\r\n const hostRoot = new SceneViewport(canvasRoot, screenSize, options.clipToViewport ?? interaction === \"runtime\");\r\n particleEmitterRegistry.set(hostRoot, particleEmitters);\r\n // Контроллер применяет переводы сразу к уже созданным views, поэтому keyed Text показывает\r\n // базовую локаль без единого дополнительного вызова со стороны хоста.\r\n const localization = new SceneLocalization(document, scene, nodeViews, options.localization);\r\n wireCheckboxGroups(owner.nodes, nodeViews);\r\n wireSpineConnectors(owner.nodes, nodeViews);\r\n wireNodeReferences(owner.nodes, nodeViews, interaction);\r\n return { root: hostRoot, nodeViews, localization };\r\n}\r\n\r\nfunction wireSpineConnectors(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n for (const node of nodes) {\r\n if (node.type !== \"spine\") continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof SpineNodeView)) continue;\r\n view.setConnectorBones((node.connectors ?? []).flatMap((connector) => {\r\n const target = nodeViews.get(connector.targetNodeId);\r\n return target === undefined ? [] : [{ ...connector, target }];\r\n }));\r\n }\r\n}\r\n\r\n/**\r\n * Разрешает все ссылки «нода → нода» в живые views: элементы item table и кнопки-стрелки пагинатора.\r\n * Та же форма, что у `wireSpineConnectors`: документ хранит id, а во что он превратился, знает только\r\n * собранная сцена, поэтому сами виды никогда не резолвят id. Один проход на все виды ссылок, чтобы\r\n * следующая не завела собственный обход с чуть другой областью видимости.\r\n *\r\n * Стрелки подключаются только в runtime-сцене: на authoring-канвасе контрол инертен, как и клик по\r\n * самой точке пагинатора. Вместимость таблицы, наоборот, видна и в редакторе — это не интерактивность.\r\n */\r\nfunction wireNodeReferences(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>, interaction: SceneInteractionMode): void {\r\n const arrowView = (nodeId: string | undefined): PaginationArrow | undefined => {\r\n const view = nodeId === undefined ? undefined : nodeViews.get(nodeId);\r\n return view instanceof ButtonNodeView || view instanceof StagedButtonNodeView ? view : undefined;\r\n };\r\n for (const node of nodes) {\r\n const view = nodeViews.get(node.id);\r\n if (node.type === \"item-table\" && view instanceof ItemTableNodeView) {\r\n view.setItems((node.items ?? []).map((itemId) => nodeViews.get(itemId)));\r\n } else if (node.type === \"pagination\" && view instanceof PaginationNodeView && interaction === \"runtime\") {\r\n view.setArrows({ previous: arrowView(node.prevButtonNodeId), next: arrowView(node.nextButtonNodeId) });\r\n } else if (node.type === \"page-group\" && view instanceof PageGroupNodeView && interaction === \"runtime\") {\r\n view.setArrows({ up: arrowView(node.pageUpButtonNodeId), down: arrowView(node.pageDownButtonNodeId) });\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Authored `group` gives sibling checkboxes radio-button behavior: checking one force-unchecks its\r\n * live group-mates (same `parentId`, same `group`), without touching the document. Runs once per\r\n * scene build; `CheckboxNodeView.forceCheck` never re-emits `onCheck`, so this can't recurse.\r\n */\r\nfunction wireCheckboxGroups(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n const byGroup = new Map<string, CheckboxNodeView[]>();\r\n for (const node of nodes) {\r\n if (node.type !== \"checkbox\" || node.group === undefined) continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof CheckboxNodeView)) continue;\r\n const key = `${node.parentId ?? \"\"}::${node.group}`;\r\n const group = byGroup.get(key) ?? [];\r\n group.push(view);\r\n byGroup.set(key, group);\r\n }\r\n for (const group of byGroup.values()) {\r\n if (group.length < 2) continue;\r\n for (const view of group) {\r\n view.onCheck.connect((checked) => {\r\n if (!checked) return;\r\n for (const other of group) if (other !== view) other.forceCheck(false);\r\n });\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Applies a node's resolved transform, visibility, and content to an existing display object,\r\n * so editors can update views in place without rebuilding the scene tree.\r\n */\r\nexport function updateNodeView(view: Container, node: UINode, profile: LayoutProfileId, parentSize?: LayoutSize, parentNode?: UINode, effect?: EffectDefinition, spineReferenceFrame?: SpineReferenceFrame): void {\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n if (!(view instanceof NodeView)) return;\r\n if (view instanceof SpineNodeView) view.setReferenceFrame(spineReferenceFrame);\r\n if (node.type === \"particle-emitter\" && effect !== undefined && isParticleEffect(effect) && \"syncEffect\" in view && typeof (view as { syncEffect?: unknown }).syncEffect === \"function\") (view as { syncEffect(effect: import(\"@pixi-ui-editor/schema\").ParticleEffectDefinition): void }).syncEffect(effect);\r\n if (parentNode !== undefined && isLayoutGroup(parentNode) && view.parent instanceof LayoutItemContainer) {\r\n applyLayoutItem(view.parent, node, parentNode, profile);\r\n } else if (parentNode !== undefined && parentNode.type === \"scroll-view\" && view.parent instanceof ScrollItemContainer) {\r\n const own = resolveProfileTransform(node, profile).transform;\r\n view.parent.sync(node, profile, { width: own.width, height: own.height });\r\n } else if (parentNode !== undefined && parentNode.type === \"page-group\" && view.parent instanceof PageItemContainer && parentSize !== undefined) {\r\n // A page is position-managed exactly like a layout/scroll item: it fills the group's own rectangle\r\n // (`parentSize`, the same value `buildSceneView` passes as `childSize`). Without this branch an\r\n // in-place update fell through to `view.update` and handed the page back its authored x/y and\r\n // anchors, so editing anything inside a page group knocked its pages out of place.\r\n view.parent.sync(node, profile, parentSize);\r\n } else {\r\n view.update(node, profile, parentSize);\r\n }\r\n}\r\n\r\n/** Previews a resolved editor rectangle without consulting content bounds or rebuilding the view. */\r\nexport function previewNodeView(view: Container, node: UINode, profile: LayoutProfileId, transform: UINode[\"transform\"]): void {\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, undefined, { width: transform.width, height: transform.height });\r\n if (view instanceof NodeView) view.preview(node, transform, resolveProfileTransform(node, profile).visible, profile);\r\n}\r\n\r\n/** Hosts call this from their own Application ticker; runtime never subscribes to Ticker.shared. */\r\nexport function updateParticleEmitters(root: Container, deltaSeconds: number): void {\r\n const registered = particleEmitterRegistry.get(root);\r\n if (registered !== undefined) {\r\n for (const emitter of registered) emitter.updateParticles(deltaSeconds);\r\n return;\r\n }\r\n // Backward-compatible fallback for hosts that assemble a display tree manually instead of using\r\n // buildSceneView. Built scenes always take the O(emitter count) registry path above.\r\n const visit = (view: Container): void => {\r\n if (view instanceof ParticleEmitterNodeView) view.updateParticles(deltaSeconds);\r\n for (const child of view.children) visit(child);\r\n };\r\n visit(root);\r\n}\r\n\r\n/** Lists the nodes a scene renders, including nodes of prefab definitions its prefab instances expand to. */\r\nexport function collectRenderedNodes(document: ProjectDocument, scene: Scene): UINode[] {\r\n return resolveOwnerNodeGraph(document, scene).nodes;\r\n}\r\n\r\nexport type PrefabViewConfiguration = Pick<Extract<UINode, { type: \"prefab-instance\" }>, \"propertyOverrides\" | \"locallyAddedNodes\"> & { instanceId?: string };\r\n\r\nfunction prefabScene(document: ProjectDocument, prefabId: string, configuration: PrefabViewConfiguration = {}): { document: ProjectDocument; sceneId: string; instanceId: string } {\r\n const prefab = document.prefabs.find((candidate) => candidate.id === prefabId);\r\n if (prefab === undefined) throw new Error(`Prefab '${prefabId}' does not exist in the project document.`);\r\n const width = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.x) + Math.max(0, node.transform.width)));\r\n const height = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.y) + Math.max(0, node.transform.height)));\r\n const instanceId = configuration.instanceId ?? createStableId();\r\n const instance: Extract<UINode, { type: \"prefab-instance\" }> = {\r\n id: instanceId, name: prefab.name, type: \"prefab-instance\", prefabId, parentId: null, children: [],\r\n visible: true, transform: { x: 0, y: 0, width, height, scaleX: 1, scaleY: 1, rotation: 0, anchorMinX: 0, anchorMaxX: 0, anchorMinY: 0, anchorMaxY: 0, pivotX: 0, pivotY: 0 },\r\n ...(configuration.propertyOverrides === undefined ? {} : { propertyOverrides: structuredClone(configuration.propertyOverrides) }),\r\n ...(configuration.locallyAddedNodes === undefined ? {} : { locallyAddedNodes: structuredClone(configuration.locallyAddedNodes) }),\r\n };\r\n const sceneId = createStableId();\r\n const viewport = { width, height };\r\n const scene: Scene = { id: sceneId, name: prefab.name, rootNodeIds: [instance.id], nodes: [instance], layout: { referenceViewports: { desktop: viewport, mobile: viewport }, preferredViewports: { desktop: viewport, mobile: viewport } } };\r\n return { document: { ...document, scenes: [...document.scenes, scene] }, sceneId, instanceId };\r\n}\r\n\r\n/** Builds a fresh runtime prefab instance without requiring it to already exist in a scene. */\r\nexport function buildPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, options: BuildSceneViewOptions, configuration: PrefabViewConfiguration = {}): SceneViewResult & { instanceId: string } {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...buildSceneView(synthetic.document, synthetic.sceneId, profile, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a prefab's assets and returns a fresh display tree suitable for dynamic game-code spawning. */\r\nexport async function loadPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, resolveFileUrl: FileUrlResolver, options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; assetCache?: SceneAssetCache }, configuration: PrefabViewConfiguration = {}): Promise<SceneViewResult & { instanceId: string }> {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...await loadSceneView(synthetic.document, synthetic.sceneId, profile, resolveFileUrl, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a scene's textures and Spine data, then builds its display tree in one call. */\r\nexport async function loadSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n resolveFileUrl: FileUrlResolver,\r\n options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; clipToViewport?: boolean; assetCache?: SceneAssetCache },\r\n): Promise<SceneViewResult> {\r\n // Без assetCache каждый вызов начинает с пустых кэшей: для одиночной загрузки сцены это нормально, а вот\r\n // игровой код, который поднимает пресеты по одному, обязан передать собственный кэш — иначе один и тот же\r\n // скелет, атлас и текстура парсятся заново на каждую вьюху и дублируются в видеопамяти.\r\n const cache = options.assetCache;\r\n const [textures, spines, fonts, bitmapFonts] = await Promise.all([\r\n loadSceneTextures(document, sceneId, (asset) => (asset.type === \"image\" ? resolveFileUrl(asset.source.uri) : undefined), resolveFileUrl, cache?.textures, cache?.spritesheets, cache?.bitmapFonts),\r\n loadSceneSpines(document, sceneId, resolveFileUrl, cache?.spines),\r\n loadSceneFonts(document, sceneId, resolveFileUrl, cache?.fonts),\r\n loadSceneBitmapFonts(document, sceneId, resolveFileUrl, cache?.bitmapFonts),\r\n ]);\r\n return buildSceneView(document, sceneId, profile, { interaction: options.interaction, textures, spines, fonts, bitmapFonts, ticker: options.ticker, localization: options.localization, clipToViewport: options.clipToViewport });\r\n}\r\n"]}
@@ -0,0 +1,119 @@
1
+ import { type LayoutProfileId, type UINode } from "@pixi-ui-editor/schema";
2
+ import { type LayoutSize } from "./layout.js";
3
+ export type AffineTransform = {
4
+ a: number;
5
+ b: number;
6
+ c: number;
7
+ d: number;
8
+ tx: number;
9
+ ty: number;
10
+ };
11
+ /** Viewport pair a scene carries; a prefab being edited on its own has none. */
12
+ export type NodeHierarchyLayout = {
13
+ readonly referenceViewports: Record<LayoutProfileId, LayoutSize>;
14
+ readonly preferredViewports: Record<LayoutProfileId, LayoutSize>;
15
+ };
16
+ /**
17
+ * Любая иерархия авторинга, по которой резолвятся родители. Владелец обязан отдавать индекс, а не
18
+ * список: линейный поиск родителя делал обход всей иерархии квадратичным.
19
+ */
20
+ export type NodeHierarchy = {
21
+ readonly nodesById: ReadonlyMap<string, UINode>;
22
+ readonly layout?: NodeHierarchyLayout;
23
+ };
24
+ /** Подстановка для иерархии без собственного viewport: якорные слагаемые обнуляются. */
25
+ export declare const NO_PARENT_LAYOUT_SIZE: LayoutSize;
26
+ export declare const IDENTITY_TRANSFORM: AffineTransform;
27
+ /** Единственный индекс id → узел. */
28
+ export declare function indexNodesById(nodes: readonly UINode[]): ReadonlyMap<string, UINode>;
29
+ /** Оборачивает сырого владельца узлов (сцену, пресет) в форму, которую принимают helpers иерархии. */
30
+ export declare function indexNodes(owner: {
31
+ readonly nodes: readonly UINode[];
32
+ readonly layout?: NodeHierarchyLayout;
33
+ }): NodeHierarchy;
34
+ export declare function multiplyAffine(left: AffineTransform, right: AffineTransform): AffineTransform;
35
+ export declare function invertAffine(matrix: AffineTransform): AffineTransform | undefined;
36
+ /** Матрица одного узла в системе координат его родителя — ровно то, что строит Pixi из transform. */
37
+ export declare function localTransformMatrix(transform: UINode["transform"]): AffineTransform;
38
+ /** Converts a point in scene coordinates into coordinates local to a parent's world matrix. */
39
+ export declare function worldPointToLocal(parentWorldMatrix: AffineTransform | undefined, point: {
40
+ x: number;
41
+ y: number;
42
+ }): {
43
+ x: number;
44
+ y: number;
45
+ } | undefined;
46
+ /**
47
+ * Converts a world matrix to a schema transform relative to a new parent.
48
+ * Undefined means the result needs skew (or an inverse of a zero-scale parent), neither of which
49
+ * the current document format can represent without changing the rendered object.
50
+ */
51
+ export declare function transformRelativeToParent(worldMatrix: AffineTransform, parentWorldMatrix: AffineTransform | undefined, source: UINode["transform"]): UINode["transform"] | undefined;
52
+ /**
53
+ * Resolves the rectangle that Yoga gives a direct GridLayout child. The authored x/y, anchors and
54
+ * size do not participate while the child is in the grid, so hierarchy reparenting must preserve
55
+ * this managed rectangle rather than the dormant authored transform.
56
+ */
57
+ export declare function resolveGridManagedTransform(node: UINode, parent: Extract<UINode, {
58
+ type: "grid-layout";
59
+ }>, profile: LayoutProfileId, parentSize: LayoutSize): UINode["transform"];
60
+ /**
61
+ * Снимок системы координат одной иерархии в одном layout-профиле: мировые матрицы, отрисованные
62
+ * прямоугольники и перенос узла к другому родителю без визуального сдвига.
63
+ *
64
+ * Экземпляр кэширует всё, что посчитал, поэтому он действителен ровно до следующей мутации узлов —
65
+ * после правки документа создавайте новый. Это единственная реализация: и редактор, и рантайм
66
+ * обязаны считать репарент здесь, иначе картинки разъедутся.
67
+ */
68
+ export declare class NodeTransformSpace {
69
+ #private;
70
+ constructor(hierarchy: NodeHierarchy, profile: LayoutProfileId);
71
+ /** Snapshot for the same hierarchy in another profile; каждый профиль кэшируется отдельно. */
72
+ static forOwner(owner: {
73
+ readonly nodes: readonly UINode[];
74
+ readonly layout?: NodeHierarchyLayout;
75
+ }, profile: LayoutProfileId): NodeTransformSpace;
76
+ get profile(): LayoutProfileId;
77
+ /** Логический RectTransform-размер Canvas; `undefined` у иерархии без собственного viewport. */
78
+ get canvasSize(): LayoutSize | undefined;
79
+ /** Matrix of the Unity-like scaled Canvas that owns top-level nodes. */
80
+ getOwnerWorldMatrix(): AffineTransform | undefined;
81
+ /** Returns the node rectangle that is actually rendered, including a layout parent's managed cell. */
82
+ getRenderedTransform(nodeId: string): UINode["transform"] | undefined;
83
+ /** Returns the same world matrix Pixi builds from the serialized parent chain. */
84
+ getWorldMatrix(nodeId: string): AffineTransform | undefined;
85
+ /** Scene-space point converted into the coordinates of `parentId`'s children. */
86
+ worldPointToLocal(parentId: string | null, point: {
87
+ x: number;
88
+ y: number;
89
+ }): {
90
+ x: number;
91
+ y: number;
92
+ } | undefined;
93
+ /**
94
+ * Логический размер, относительно которого разрешается anchoredPosition узла.
95
+ *
96
+ * Узел может быть черновиком мутации (его ещё нет в иерархии) — тогда берётся его собственный
97
+ * parentId. `undefined` означает «у иерархии нет своего viewport» (редактируемый пресет): это не
98
+ * то же самое, что нулевой размер, `resolveAnchoredTransform` в этом случае не трогает transform.
99
+ */
100
+ getParentLayoutSize(node: UINode): LayoutSize | undefined;
101
+ /**
102
+ * Размер, который получает ЛЮБОЙ прямой ребёнок узла `parentId` (null — корень иерархии).
103
+ * Именно его требует перенос: якорные слагаемые ребёнка должны сниматься с размера будущего
104
+ * родителя, а не текущего.
105
+ */
106
+ getChildLayoutSize(parentId: string | null): LayoutSize | undefined;
107
+ /**
108
+ * Transform, который сохраняет узел на экране после переноса под `newParentId` — то, что нужно
109
+ * записать в документ. `undefined`, если сохранить картинку нельзя: перенос потребовал бы skew
110
+ * либо родитель невырожденно не обращается (нулевой масштаб).
111
+ */
112
+ getReparentedTransform(nodeId: string, newParentId: string | null): UINode["transform"] | undefined;
113
+ }
114
+ /**
115
+ * Разовый запрос размера родителя без явного снимка: удобен на единичных вызовах.
116
+ * В цикле по узлам создавайте один `NodeTransformSpace` — он переиспользует кэши.
117
+ */
118
+ export declare function getParentLayoutSize(hierarchy: NodeHierarchy, node: UINode, profile: LayoutProfileId): LayoutSize | undefined;
119
+ //# sourceMappingURL=transformSpace.d.ts.map
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1
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